|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar||Rare|
|Zendikar Expeditions||Mythic Rare|
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Land — Mountain Forest
(: Add or to your mana pool.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
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Cinder Glade Discussion
1 day ago
I've made some changes:
And the deck goes better. Sometimes I don't need to cast Commander because the deck works all alone like a mana ramp deck for big spells who can break game for their own.Leave some comments or suggestions for the deck. I'd like to add a Baral's Expertise or Rishkar's Expertise but I don't know how to remove
2 days ago
So these are the main land changes I would make. And that's provided you don't change any basic land. Change that Gruul Guildgate to a Rootbound Crag. Change a Rugged Highlands to a Gruul Turf. Yes it still comes in tapped but it taps for both red and green. Change the other Rugged Highlands to a Cinder Glade.
1 week ago
Leatherback Baloth is a great value card in stompy, as is Experiment One, you also want some type of removal in this deck in my opinion, Setessan Tactics fits well in the overall strategy seeing how your creatures are great for removal. You may also want to consider running Overrun as a "I win" card. and finally I would add some cheap duals to the mana base, most notably Cinder Glade.
If you need any help with various aspects of the deck let me know!
2 weeks ago
If you're looking to get those dragons out as fast as possible, you'll want to invest a lot more into ramp - that is, generating extra mana ahead of time through cards like Llanowar Elves and Cultivate. Ramp as hard as you can till you can beat down. Burning-Tree Emissary is cool too.
Turn One: Play a Forest, play Llanowar Elves
While you are making your way up to the desired 6 mana, use cheap and powerful cards like Kird Ape, Draconic Roar and Lightning Bolt to help you get there. Swiftfoot Boots will give your dragons hexproof and haste, allowing them to attack instantly without the threat of being targeted by any spell.
Naturalize is great for when your hand gets empty, which is something you don't want. Rancor is a very powerful aura in any green deck like this. Generator Servant is ramp for hasty dragons. Temur Battle Rage provides the ultimate finisher.
Run no less than 20 lands, and no more than 60 cards. Get rid of any creatures with mana cost greater than 2-3 that aren't dragons. Ramp ramp ramp!
2 weeks ago
The biggest problem I faced when playing the deck was mana, too often I didn't have the right color mana at the right time. Ideally you would be able to upgrade to fetch's, notably you would want playsets of Verdant Catacombs and Wooded Foothills and a couple Bloodstained Mire maybe; and shocks, notably playsets of Overgrown Tomb and Stomping Ground with a few Blood Crypt. Alternatively the Kaladesh fast lands, most importantly Blooming Marsh is a land card I would include. You can also look at Smoldering Marsh and Cinder Glade as additional Budget options, and even Rootbound Crag and Dragonskull Summit. I also would recommend upping the land count to 24-25 as I had trouble getting lands sometimes.
Secondly, I would now move the Terminate's to the side and go all in on Fatal Push and maybe a couple Lightning Bolt's, I found there were too many times where I was wishing for Fatal Push in hand. Sarkhan, Crucible of Fire, and Dragon Tempest are all things you should consider cutting for the removal and lands.
2 weeks ago
I hadn't really explained that well: The match I lost, the Cinder Glade was a top-deck after a bunch of land destruction on both sides. Any other land would have meant a win. And sure, that was a (very) high-variance game. But 2/9 great vs 7/9 indifferent or worse was enough testing for me :-)
Still, I'm super-glad it's working for you!
2 weeks ago
FYI, I'm officially not impressed with Cinder Glade. I ran it as a 1-of in 9 matches, and found it to be great in 2, annoying in 2, and TERRIBLE in 1. I had a bunch of non-basics in the third game of a match, and the fact it had to enter tapped no-kidding cost me the match. :-(
I'm sure it would be better if I had more Burn in the meta, but for now, it's not for me. Thanks tons though!
3 weeks ago
I don't think your explanation on Trinisphere with suspend cards is correct. From gatherer "Exiling a card with suspend isnt casting that card. This action doesnt use the stack and cant be responded to." I believe you just pay the U to exile it from your hand, not 2U. If you're sure you're right, could you post a source on that ruling?
Loving the new additions!
As for Cinder Glade... I'm tempted, I really am. But it will be so clunky in your opening hand, and in a deck that needs to curve out well to work, it's a no-go for me. But tell me how it goes for you!